SPIN Framework
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An explicit connection between two sound elements (ie, subclassed from DSPNode) More...
#include <SoundConnection.h>
Public Member Functions | |
SoundConnection (SceneManager *s, osg::ref_ptr< DSPNode > src, osg::ref_ptr< DSPNode > snk) | |
std::string | getID () |
void | setThru (int newvalue) |
void | setDistanceEffect (float newvalue) |
void | setRolloffEffect (float newvalue) |
void | setDopplerEffect (float newvalue) |
void | setDiffractionEffect (float newvalue) |
int | getThru () const |
float | getDistanceEffect () const |
float | getRolloffEffect () const |
float | getDopplerEffect () const |
float | getDiffractionEffect () const |
void | debug () |
virtual std::vector< lo_message > | getState () const |
virtual void | stateDump () |
virtual void | stateDump (lo_address addr) |
Public Attributes | |
DSPNode * | source |
DSPNode * | sink |
An explicit connection between two sound elements (ie, subclassed from DSPNode)
By default, sounds are not "connected" to each other. To specify that sound should travel from one node to another, an SoundConnection instance must be made. The correct way to do this is to call the connect() method for the DSPNode that represents the source of the connection.